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diff --git a/doc/item_db.txt b/doc/item_db.txt deleted file mode 100644 index 4ada106c7..000000000 --- a/doc/item_db.txt +++ /dev/null @@ -1,381 +0,0 @@ -//===== Hercules Documentation =============================== -//= Item Database -//===== By: ================================================== -//= Hercules Dev Team -//===== Current Version: ===================================== -//= 20120904 -//===== Description: ========================================= -//= Explanation of the item_db.conf file and structure. -//============================================================ - -item_db: ( -{ - // =================== Mandatory fields =============================== - Id: ID (int) - AegisName: "Aegis_Name" (string, optional if Inherit: true) - Name: "Item Name" (string, optional if Inherit: true) - // =================== Optional fields ================================ - Type: Item Type (int, defaults to 3 = etc item) - Buy: Buy Price (int, defaults to Sell * 2) - Sell: Sell Price (int, defaults to Buy / 2) - Weight: Item Weight (int, defaults to 0, units in Weight/10 ) - Atk: Attack (int, defaults to 0) - Matk: Magical Attack (int, defaults to 0, ignored in pre-re) - Def: Defense (int, defaults to 0) - Range: Attack Range (int, defaults to 0) - Slots: Slots (int, defaults to 0) - Job: { (defaults to all job) - All: true/false (boolean, defaults to false) - Novice: true/false (boolean, defaults to false) - Swordsman: true/false (boolean, defaults to false) - Magician: true/false (boolean, defaults to false) - Archer: true/false (boolean, defaults to false) - Acolyte: true/false (boolean, defaults to false) - Merchant: true/false (boolean, defaults to false) - Thief: true/false (boolean, defaults to false) - Knight: true/false (boolean, defaults to false) - Priest: true/false (boolean, defaults to false) - Wizard: true/false (boolean, defaults to false) - Blacksmith: true/false (boolean, defaults to false) - Hunter: true/false (boolean, defaults to false) - Assassin: true/false (boolean, defaults to false) - Crusader: true/false (boolean, defaults to false) - Monk: true/false (boolean, defaults to false) - Sage: true/false (boolean, defaults to false) - Rogue: true/false (boolean, defaults to false) - Alchemist: true/false (boolean, defaults to false) - Bard: true/false (boolean, defaults to false) - Gunslinger: true/false (boolean, defaults to false) - Ninja: true/false (boolean, defaults to false) - Taekwon: true/false (boolean, defaults to false) - Star_Gladiator: true/false (boolean, defaults to false) - Soul_Linker: true/false (boolean, defaults to false) - Gangsi: true/false (boolean, defaults to false) - Death_Knight: true/false (boolean, defaults to false) - Dark_Collector: true/false (boolean, defaults to false) - Kagerou: true/false (boolean, defaults to false) - Rebellion: true/false (boolean, defaults to false) - Summoner: true/false (boolean, defaults to false) - } - Job: Job mask (alternate synxtax, int, defaults to all jobs = 0xFFFFFFFF) - Upper: Upper mask (bitmask array, string or int, defaults to "ITEMUPPER_ALL") - Gender: Gender (string, defaults to "SEX_ANY") - Loc: Equip location (bitmask array, string or int, required value for equipment) - WeaponLv: Weapon Level (int, defaults to 0) - EquipLv: Equip required level (int, defaults to 0) - EquipLv: [min, max] (alternative syntax with min / max level) - Refine: Refineable (boolean, defaults to true) - Subtype: Item Subtype (int, defaults to 0) - ViewSprite: Sprite view ID (int, defaults to 0) - BindOnEquip: true/false (boolean, defaults to false) - ForceSerial: true/false (boolean, defaults to false) - BuyingStore: true/false (boolean, defaults to false) - Delay: Delay to use item (int, defaults to 0) - KeepAfterUse: true/false (boolean, defaults to false) - DropAnnounce: true/false (boolean, defaults to false) - ShowDropEffect: true/false (boolean, defaults to false) - DropEffectMode: Effect Type (int, default to 0) - Trade: { (defaults to no restrictions) - override: GroupID (int, defaults to 100) - nodrop: true/false (boolean, defaults to false) - notrade: true/false (boolean, defaults to false) - nostorage: true/false (boolean, defaults to false) - nocart: true/false (boolean, defaults to false) - noselltonpc: true/false (boolean, defaults to false) - nomail: true/false (boolean, defaults to false) - noauction: true/false (boolean, defaults to false) - nogstorage: true/false (boolean, defaults to false) - partneroverride: true/false (boolean, defaults to false) - } - Nouse: { (defaults to no restrictions) - override: GroupID (int, defaults to 100) - sitting: true/false (boolean, defaults to false) - } - Stack: [amount, flag] (int, defaults to 0) - Sprite: SpriteID (int, defaults to 0) - Script: <" - Script - (it can be multi-line) - "> - OnEquipScript: <" OnEquip Script (can also be multi-line) "> - OnUnequipScript: <" OnUnequip Script (can also be multi-line) "> - // =================== Optional fields (item_db2 only) ================ - Inherit: true/false (boolean, if true, inherit the values - that weren't specified, from item_db.conf, - else override it and use default values) -}, -... -) - -Id: Item id - -AegisName: Server name to reference the item in scripts and lookups. - Allowed characters: [A-Za-z0-9_] - -Name: Name in English for displaying as output for @ and script commands. - -Type: - 0 Healing item. - 2 Usable item. - 3 Etc item - 4 Weapon - 5 Armor/Garment/Boots/Headgear - 6 Card - 7 Pet egg - 8 Pet equipment - 10 Ammo (Arrows/Bullets/etc) - 11 Usable with delayed consumption (item is lost from inventory - after selecting a target, for use with skills and pet lures) - 18 Another delayed consume that requires user confirmation before - using item. - -Buy: Default buying price. When not specified, becomes double the sell price. - -Sell: Default selling price. When not specified, becomes half the buy price. - -Weight: Item's weight. Each 10 is 1 weight. When not specified, becomes 0. - -Atk: Weapon's attack. When not specified, becomes 0. - -Matk: Weapon's magical attack (only used in renewal mode, ignored in - pre-renewal). When not specified, becomes 0. - -Def: Armor's defense. When not specified, becomes 0. - -Range: Weapon's attack range. When not specified, becomes 0. - -Slots: Amount of slots the item possesses. When not specified, becomes 0. - -Job: Job restrictions. If this block is omitted, item can be equipped by all class - All the settings in this group are boolean values, - Default value is false (restriction not set) for any missing setting. - - Alternate Format: - Equippable jobs. Uses the following bitmask table: - - (S.) Novice (2^00): 0x00000001 - Swordman (2^01): 0x00000002 - Magician (2^02): 0x00000004 - Archer (2^03): 0x00000008 - Acolyte (2^04): 0x00000010 - Merchant (2^05): 0x00000020 - Thief (2^06): 0x00000040 - Knight (2^07): 0x00000080 - Priest (2^08): 0x00000100 - Wizard (2^09): 0x00000200 - Blacksmith (2^10): 0x00000400 - Hunter (2^11): 0x00000800 - Assassin (2^12): 0x00001000 - Unused (2^13): 0x00002000 - Crusader (2^14): 0x00004000 - Monk (2^15): 0x00008000 - Sage (2^16): 0x00010000 - Rogue (2^17): 0x00020000 - Alchemist (2^18): 0x00040000 - Bard/Dancer (2^19): 0x00080000 - Unused (2^20): 0x00100000 - Taekwon (2^21): 0x00200000 - Star Gladiator (2^22): 0x00400000 - Soul Linker (2^23): 0x00800000 - Gunslinger (2^24): 0x01000000 - Ninja (2^25): 0x02000000 - Gangsi (2^26): 0x04000000 - Death Knight (2^27): 0x08000000 - Dark Collector (2^28): 0x10000000 - Kagerou/Oboro (2^29): 0x20000000 - Rebellion (2^30): 0x40000000 - Summoner (2^31): 0x80000000 - Some other commonly used values: - All except novice: 0xFFFFFFFE - All (default value): 0xFFFFFFFF - -Upper: Equippable upper-types. Uses the following bitmasks: - Normal jobs: ITEMUPPER_NORMAL (0x01) - Upper jobs: ITEMUPPER_UPPER (0x02) - Baby jobs: ITEMUPPER_BABY (0x04) - Third jobs: ITEMUPPER_THIRD (0x08) - Upper Third jobs: ITEMUPPER_THIRDUPPER (0x10) - Baby Third jobs: ITEMUPPER_THIRDBABY (0x20) - - Under pre-re mode third classes are considered upper, making use of - the ITEMUPPER_THIRD and above masks is therefore not necessary unless - in renewal mode. When no value is specified, all classes (mask - ITEMUPPER_ALL = 0x3f) are able to equip the item. - -Gender: Gender restriction. - Available genders: - SEX_FEMALE: 0 - SEX_MALE: 1 - SEX_ANY: 2 - When not specified, becomes "SEX_ANY". - -Loc: Equipment's placement. A value needs to be specified if the item is an - equipment piece. Values are (bitmask arrays are supported): - - Lower Headgear: EQP_HEAD_LOW (2^00 = 0x000001) - Weapon: EQP_HAND_R or EQP_WEAPON (2^01 = 0x000002) - Garment: EQP_GARMENT (2^02 = 0x000004) - Accessory 1: EQP_ACC_L (2^03 = 0x000008) - Armor: EQP_ARMOR (2^04 = 0x000010) - Shield: EQP_HAND_L or EQP_SHIELD (2^05 = 0x000020) - (Both Hands): EQP_ARMS (EQP_HAND_L | EQP_HAND_R = 0x000022) - Footgear: EQP_SHOES (2^06 = 0x000040) - Accessory 2: EQP_ACC_R (2^07 = 0x000080) - (Both Accessories): EQP_ACC (EQP_ACC_R | EQP_ACC_L = 0x000088) - Upper Headgear: EQP_HEAD_TOP (2^08 = 0x000100) - Middle Headgear: EQP_HEAD_MID (2^09 = 0x000200) - (T+M+B Headgear): EQP_HELM (EQP_HEAD_LOW | EQP_HEAD_MID | EQP_HEAD_TOP = 0x000301) - Costume Top Headgear: EQP_COSTUME_HEAD_TOP (2^10 = 0x000400) - Costume Mid Headgear: EQP_COSTUME_HEAD_MID (2^11 = 0x000800) - Costume Low Headgear: EQP_COSTUME_HEAD_LOW (2^12 = 0x001000) - Costume Garment/Robe: EQP_COSTUME_GARMENT (2^13 = 0x002000) - Ammunition: EQP_AMMO (2^15 = 0x008000) - Shadow Armor: EQP_SHADOW_ARMOR (2^16 = 0x010000) - Shadow Weapon: EQP_SHADOW_WEAPON (2^17 = 0x020000) - Shadow Shield: EQP_SHADOW_SHIELD (2^18 = 0x040000) - (Shadow 2H Weapon): EQP_SHADOW_ARMS (EQP_SHADOW_WEAPON | EQP_SHADOW_SHIELD = 0x060000) - Shadow Shoes: EQP_SHADOW_SHOES (2^19 = 0x080000) - Shadow Accessory 2: EQP_SHADOW_ACC_R (2^20 = 0x100000) - Shadow Accessory 1: EQP_SHADOW_ACC_L (2^21 = 0x200000) - (Shadow Accessories): EQP_SHADOW_ACC (EQP_SHADOW_ACC_R | EQP_SHADOW_ACC_L = 0x300000) - -WeaponLv: Weapon level. Becomes 0 when not specified. - -EquipLv: Base level required to be able to equip. It is possible to specify - two values, if an item has a maximum level, by using the following - syntax: - - EquipLv: [minLv, maxLv] - - If only one value is specified, maxLv becomes the current server's - MAX_LEVEL. If no values are specified, minLv becomes 0. - -Refineable: true if the item can be refined, false otherwise. If no value is - specified, it defaults to true. - -ViewSprite: Defines a replacement view-sprite for the item (eg: - Making apples look like apple juice). - -Subtype: For weapons and ammo, indicates the weapon-class of the item. - - For weapons, the types are: - W_FIST 0: Bare fist - W_DAGGER 1: Daggers - W_1HSWORD 2: One-handed swords - W_2HSWORD 3: Two-handed swords - W_1HSPEAR 4: One-handed spears - W_2HSPEAR 5: Two-handed spears - W_1HAXE 6: One-handed axes - W_2HAXE 7: Two-handed axes - W_MACE 8: Maces - W_2HMACE 9: Unused - W_STAFF 10: Staves - W_BOW 11: Bows - W_KNUCKLE 12: Knuckles - W_MUSICAL 13: Musical instruments - W_WHIP 14: Whips - W_BOOK 15: Books - W_KATAR 16: Katars - W_REVOLVER 17: Reveolvers - W_RIFLE 18: Rifles - W_GATLING 19: Gatling guns - W_SHOTGUN 20: Shotguns - W_GRENADE 21: Grenade launchers - W_HUUMA 22: Fuuma shurikens - W_2HSTAFF 23: Two-handed staves - - For ammo, the types are: - A_ARROW 1: Arrows - A_DAGGER 2: Throwable daggers - A_BULLET 3: Bullets - A_SHELL 4: Shells - A_GRENADE 5: Grenades - A_SHURIKEN 6: Shuriken - A_KUNAI 7: Kunai - A_CANNONBALL 8: Cannon balls - A_THROWWEAPON 9: Throwable items (Sling Item) - -BindOnEquip: Whether the item will automatically bind to the character when it - is equipped for the first time. An item that has this field set, - will display a confirmation dialog the first time it is equipped, - and, if accepted, the item will become character-bound. - -ForceSerial: Whether the item will be given new unique id or not. When the item - have this field as true, the item will be unstackable and new uniqueID - will be given to each item. - -BuyingStore: Whether the item can be sold via buyingstore, one must also edit - data\buyingstoreitemlist.txt for client to accept item. - -DropAnnounce: Enables global announcement of the selected item when dropped by monster. - -Delay: Delay for an item to be used again. Value is in milliseconds. - There is a max concurrent number of entries modifiable in - src/map/itemdb.h as MAX_ITEMDELAYS. - -Trade: Item trade restrictions. If this block is omitted, the item will have no - trade restrictions. - All the settings in this group are boolean values, unless otherwise - specified. Default value is false (restriction not set) for any missing - setting. - - Allowed settings in this block are: - override: If specified and in the interval [1:100], sets the - minimum GM Group ID that can bypass the defined trade - restrictions. This is an integer value. - nodrop: Item can't be dropped. - notrade: Item can't be traded (nor vended). - partneroverride: Wedded partners can override the notrade setting. - noselltonpc: Item can't be sold to NPCs. - nocart: Item can't be placed in the cart. - nostorage: Item can't be placed in the storage. - nogstorage: Item can't be placed in the guild storage. - nomail: Item can't be attached to mail messages. - noauction: Item can't be auctioned. - -Nouse: Defines if an item cannot be used under certain circumstances. If this - block is omitted, there will be no usage restrictions. - All the settings in this group are boolean values, unless otherwise - specified. Default value is false (restriction not set) for any missing - setting. - - Allowed settings in this block are: - override: If specified and in the interval [1:100], sets the - minimum GM Group ID that can bypass the defined usage - restrictions. This is an integer value. - sitting: Item can't be used while sitting. - -Stack: Prevents an item to be stacked more than x times in given - inventory types. Generally used by 3rd class related skill items. - Syntax: [amount, type] - Available types: - 1: Character inventory restriction - 2: Character cart restriction - 4: Account storage restriction - 8: Guild storage restriction - Note: Stack limit of 0 will disable a restriction. - -Sprite: SpriteID will be sent to the client instead of ItemID. - NOTE: Replaces an item client-side while keeping them separate server-side. - Think of it as a way to disguise items. - -Script: Script to execute when the item is used/equipped. - -OnEquipScript: Script to execute when the item is equipped. - Warning, not all item bonuses will work here as expected. - -OnUnequipScript: Script to execute when the item is unequipped. - Warning, not all item bonuses will work here as expected. - -Inherit: This can be used only in item_db2.conf, and if set to true, and the - item already exists in item_db.conf, all the missing fields will be - inherited from there rather than using their default values. - -ShowDropEffect: Allow showing an effect when the item dropped by a monster. [ZERO client or PACKETVER >= 20180418] -DropEffectMode: Set attribute for ShowDropEffect. [ZERO client or PACKETVER >= 20180418] - 0 - Client Based (itemInfo EffectID) - 1 - White effect - 2 - Blue effect - 3 - Yellow effect - 4 - Purple effect - 5 - Orange effect |